template<typename T>
class CmpPtr< T >
A simplified syntax for accessing entity components.
E.g. to get the Position
component, write:
* if (!cmpPosition)
*
*
*
where context
is (if you're writing component code) a CSimContext object, or (if you're writing external engine code that makes use of the simulation system) a CSimulation2 object; and ent
is the entity ID.
ent
can be CComponentManager::SYSTEM_ENTITY (if you're writing a component), or CSimulation2::SYSTEM_ENTITY (for external code), if you want to access the global singleton system components.
You should never hold onto a component pointer outside of the method in which you acquire it, because it might get deleted and invalidate your pointer. (Components will never be deleted while inside a simulation method.)
Definition at line 55 of file CmpPtr.h.